#01
Gin Rummy
Draw and discard to form sets and runs while keeping unmatched card values low.
Easy list
Every game on this page is one we rate “learn in five minutes”: a single core rule you can explain before the first hand, with no bidding system, no deck building, and no special vocabulary.
Simple card games are not all children’s games. Many classics here—Gin Rummy, Crazy Eights, President—still give adults real decisions. They are grouped by what you will have on the table and how many people are playing.
Simple games that are at their best with exactly two people—most need only a standard deck.
#01
Draw and discard to form sets and runs while keeping unmatched card values low.
#02
Each player bids secretly with one suit for prize cards revealed from another; a pure game of bluff and value.
Also known as GOPS; pagat files it under that name.
#03
Two players race simultaneously to play cards one higher or lower onto two center piles.
#04
A real-time two-player race where each side plays from their own stockpiles onto shared spit piles.
#05
Reveal cards simultaneously; the higher rank wins the capture in a game driven by chance.
No box needed. These are the simple games most families pass down, including one-player solitaire classics.
#06
A one-player patience: deal cards in a line and collapse matching neighbors until, ideally, one pile remains.
#07
Deal four piles, discard lower cards of a suit, and try to finish with only the four aces on the table.
#08
A casino banking game: bet on the player or banker hand and let fixed drawing rules decide who lands closer to nine.
#09
A pure-luck children’s game where court cards demand payment of one to four cards from the next player.
#10
An open patience: aces start in the middle and every card is visible, so success depends on planning moves.
#11
Draw toward 21 without busting while the dealer follows fixed rules; the familiar casino banking game.
#12
Play cards face down claiming a rank; anyone can call your bluff, and the loser picks up the pile.
Also called I Doubt It or BS.
#13
A purely mechanical solitaire laid out like a clock face; it ends when the fourth king turns up.
#14
Match the top card by suit or rank, play an eight to change the suit, and race to empty your hand.
#15
Each player holds one card and decides whether to swap it with the next player; the lowest card loses a life.
Also known as Ranter-Go-Round or Screw Your Neighbor.
#16
Flip cards into a pile and slap doubles, sandwiches, and other patterns faster than everyone else.
Slap rules vary widely from table to table.
#17
A patience with four free cells and every card visible; nearly every deal can be won with careful play.
#18
Lay out all 52 cards, remove the aces, and slide cards into the gaps to build each row in suit order.
Also called Montana.
#19
Ask other players for a rank you hold and collect books of four; the classic first card game for kids.
#20
Replace face-down cards over several holes and aim for the lowest total score.
#21
Build descending, alternating-color piles around a cross layout, with kings opening the corners.
Also called Kings Corners.
#22
The solitaire most people simply call “Solitaire”: build down in alternating colors and up by suit to the foundations.
#23
Match the top discard by suit or rank and use special cards to disrupt other players.
Special-card effects vary by country and play group.
#24
Turn over two cards at a time and remember their positions to collect matching pairs.
#25
Combine betting-board payouts, poker comparisons, and a race to shed cards in sequence.
Also encountered under names such as Michigan Rummy; local versions differ.
#26
Make pairs and draw from neighbors while trying not to finish with the unmatched card.
#27
Get rid of your hand and then your face-up and face-down table cards, playing equal or higher—with special twos and tens.
Also known by a ruder name; house rules vary.
#28
A climbing game with a social ladder: the winner becomes president and the loser trades away their best cards.
Has many names and house rules.
#29
Pair cards that add up to 13 to dismantle a pyramid of 28 cards; kings leave on their own.
#30
Draw and discard to arrange your cards into valid sets and runs.
#31
Build each suit up and down from its seven; if you can’t play, you pass or pay into the pot.
Also called Fan Tan or Domino.
#32
Draw and discard to collect a hand worth as close to 31 in one suit as possible, then knock.
Also called Scat or Blitz.
#33
A Finnish bluffing game: play cards face down, announce what they are, and pick up the pile if you are caught lying.
#34
The Russian version of Cheat—“trust, don’t trust”—where you shed cards face down and challenge suspicious claims.
Bright boxes, short rounds, and very little reading—good first games for young players.
#35
A small “deck-wrecking” game: start with a hand full of artichokes and use vegetables to clear them out.
#36
A cooperative tile-laying card game for kids and families: close every tunnel before the bandit escapes.
#37
Animals jostle in a queue outside a club, each with a power to push, jump, or bounce others out of line.
#38
Draft cards over a trip around Australia, scoring sites visited, souvenirs, animals, and a hidden throw-and-catch card.
#39
Stack matching asset pairs into a pile and steal the top of other players’ stacks before they protect them.
#40
A pirate push-your-luck game: keep drawing for loot, but two of the same suit busts your turn.
#41
Any two circular cards share exactly one symbol; spot it first in several fast mini-games.
Sold as Spot It! in North America.
#42
An UNO spinoff where you match by number—or by the sum of two cards—to a growing center row.
#43
Collect sets and runs of adventurer cards and use them as dice rolls to defeat creatures and win enchantments.
#44
Build up and down from the elevens in each color, playing when you can and drawing when you can’t.
#45
Build shared piles from 1 to 15 while racing to empty your personal stockpile first.
#46
Protect your little gub creatures from traps and hazards; whoever has the most gubs when the letters are drawn wins.
Out of print at the publisher.
#47
Plant herbs into different pots—some need variety, some need pairs—in a calm, pretty set-collection game.
#48
Bid secretly with number cards for mouse and vulture cards; tied bids cancel each other out.
Also sold as Raj.
#49
Play animals around a watering hole; when three of one type gather, they chase away the next weaker animal.
#50
Send pirate ships after merchant vessels and fight over them, with captains and an admiral as power cards.
Out of print at the publisher.
#51
Build a shared penguin pyramid; each new card needs matching support, and leftover cards cost points.
#52
Place numbered cards on a grid, covering lower cards, to get four (or five) of your color in a row.
#53
Draw cards into shared columns and decide when to stop before a duplicate or a die roll ruins the haul.
#54
Remember your face-down cards and swap them out to lower your total, with peek and swap powers.
#55
Play cards 1 to 12 onto shared building piles, using wild cards to clear your stockpile first.
#56
Wake up queens with kings, steal them with knights, and do a bit of math to discard number cards.
#57
The bigger version of Sushi Go!, with a menu you customize and room for up to eight players.
#58
Match color or number, use action cards, and be first to empty your hand.
#59
UNO with double-sided cards: a flip card switches everyone to a harsher dark side.
Simple rules that still work when six or more people want in.
#60
Flip cards until two symbols match, then race to name an example of your opponent’s category before they name yours.
#61
Match a noun card to the judge’s adjective and make the best case for your choice.
#62
An adult party game where a judge picks the funniest—or most outrageous—white card for each prompt.
Adult content.
#63
Pass a critter card face down and lie—or tell the truth—about what it is; collect four of a kind and you lose.
#64
Spymasters give one-word clues so teammates can identify their agents in a grid of words without touching the assassin.
#65
Each player sees every card but their own; bid on the total of all cards and call when someone overbids.
#66
A storyteller gives a clue for an illustrated card; others play their best decoys and everyone guesses the original.
#67
Make books and runs across eleven rounds as the hand size and wild rank change.
#68
A push-your-luck number game: flip cards for points, but a duplicate busts you and seven unique cards ends the round.
#69
Play cards that continually change the draw, play, and victory rules.
#70
Bid for properties in one phase, then sell them for checks in the next, using every card you bought.
#71
A 20-questions word game with a twist: one player secretly knows the answer and is steering the group.
#72
Compete to complete three-panel comic strips with the funniest final card.
Adult humor; check the edition before choosing it for a group.
#73
Flip cards in turn; when shapes match, the two players race to grab the wooden totem in the center.
#74
Everyone writes a one-word clue for the guesser, but identical clues are erased before they are seen.
#75
A tiny bluffing game: hold one card, decide whether to swap, and bet on having the highest—with a twist for the lowest.
#76
Play matching or one-higher cards, or quit the round before you get stuck holding points.
Pronounced “llama”.
#77
Use one card per turn to deduce and eliminate rivals while protecting a strong hand.
#78
Choose to score matching colors or steal a matching stack from another player.
#79
Follow changing table rules, catch mistakes, and avoid accumulating penalty cards.
#80
Use action, counter, and trap cards in a chaotic race to hold exactly ten cards.
#81
A hidden-team bluffing game where ninjas secretly look at, swap, and strike other players.
#82
Spend limited chips to refuse cards, or take them and build low-scoring sequences.
#83
A single-night hidden-role game: role cards are viewed or swapped in the dark, then everyone votes.
#84
Complete a different run-or-set objective in each phase before opponents advance.
#85
Shout and trade sets of commodities simultaneously, cornering the market on wheat, corn, or barley.
#86
Each card is either a vegetable or a scoring rule; draft wisely to build a salad that fits your recipes.
#87
Find three cards where each feature—color, shape, number, shading—is all the same or all different.
#88
Give clues using illustrated cards that resemble the secret character, while the guesser eliminates the rest.
#89
Bluff about the spice and number of each card you play face down; a challenger risks big if you told the truth.
#90
Everyone shares a secret location except the spy, who must bluff through questions and guess where they are.
#91
Chant the five words as cards flip, and slap the pile when the card matches the word.
#92
Everyone knows the secret word except the chameleon, who must blend in while players give one-word clues.
#93
A climbing game with a social ladder of seats; lower ranks pay tribute cards to the top every round.
#94
Collect sets of cards, and when certain cards appear, throw squishy burritos at other players.
#95
Guess the same names over three rounds: first with any words, then with one word, then by miming.
#96
A brutal UNO variant with stacking draw cards and a rule that knocks out anyone holding 25 cards.
#97
A judge picks a photo; everyone plays the caption card that makes the best meme.
Adult content in the core game.
#98
A team party game where partners use secret signals to tell each other they have four matching cards.
#99
The rules keep changing while zombie creepers complicate the shifting goals.
Quick to learn and best with two to five players around a normal table.
#100
Build silly monsters from heads and limbs, then send them against waves of babies for points.
#101
Draft rows of cards to feed your cats, collect toys, and avoid leftover food.
#102
Take a row of chameleon cards or add one more; only three colors score positively, so overcommitting hurts.
#103
A fast free-for-all where adventurers play attack, shield, and mighty-power cards to be the last one standing.
#104
Race to play numbered cards into shared piles while clearing your personal blitz stack.
#105
Avoid explosive cards by using action cards to skip, peek, shuffle, or defuse.
#106
Bid secretly for property cards and complete three color sets before anyone else.
#107
Collect three complete property sets while charging rent and playing disruptive actions.
#108
Draft one card at a time to assemble valuable sushi combinations before hands pass on.
#109
Cooperatively play cards 2–99 onto rising and falling piles, hinting without naming numbers.
#110
Cooperate to play numbered cards in ascending order without discussing your hands.
#111
Add numbered cards to rows while trying not to take piles full of penalty points.
#112
Avoid explosions and use zombie cards that can bring eliminated players back into the round.
Questions
War needs no decisions at all, and Go Fish and Old Maid are the classic first games for children. For adults who want a simple game with real choices, try Crazy Eights, Gin Rummy, or No Thanks!.
Speed, Spit, Gin Rummy, and Goofspiel all use a standard deck and take minutes to learn. If you want a boxed two-player game with a little more depth, Lost Cities and Jaipur are a short rules read.
Cheat, President, UNO, and Dobble handle five or more players with almost no rules overhead. See the party list for more.
Each game gets one of three editorial ratings: learn in five minutes, short rules read, or involved rules. Only the first group appears here.
Lists by situation
58 games
Big-group, hidden-role, and fast slap games that work for six or more people.
See the list35 games
Classic solitaire with a standard deck, plus modern solo card games and co-op campaigns.
See the list112 games
Card games kids, parents, and grandparents can all play together—from Go Fish to Sushi Go!.
See the list128 games
Traditional games played with ordinary cards—trick-taking, rummy, fishing, shedding, and solitaire.
See the list216 games
Games built for exactly three—Skat, Dou Dizhu, Ninety-Nine—plus easy and strategic picks that shine at three.
See the listA–Z letter guides
Each letter has its own page with every checked game, quick picks, and links to the rules.